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GiantsTools/Sdk/External/DirectXTK/Src/DebugEffect.cpp

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2021-01-24 00:40:09 +01:00
//--------------------------------------------------------------------------------------
// File: DebugEffect.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "EffectCommon.h"
using namespace DirectX;
namespace
{
// Constant buffer layout. Must match the shader!
struct DebugEffectConstants
{
XMVECTOR ambientDownAndAlpha;
XMVECTOR ambientRange;
XMMATRIX world;
XMVECTOR worldInverseTranspose[3];
XMMATRIX worldViewProj;
};
static_assert((sizeof(DebugEffectConstants) % 16) == 0, "CB size not padded correctly");
// Traits type describes our characteristics to the EffectBase template.
struct DebugEffectTraits
{
using ConstantBufferType = DebugEffectConstants;
static constexpr int VertexShaderCount = 4;
static constexpr int PixelShaderCount = 4;
static constexpr int ShaderPermutationCount = 16;
};
}
// Internal DebugEffect implementation class.
class DebugEffect::Impl : public EffectBase<DebugEffectTraits>
{
public:
Impl(_In_ ID3D11Device* device);
bool vertexColorEnabled;
bool biasedVertexNormals;
DebugEffect::Mode debugMode;
int GetCurrentShaderPermutation() const noexcept;
void Apply(_In_ ID3D11DeviceContext* deviceContext);
};
// Include the precompiled shader code.
namespace
{
#if defined(_XBOX_ONE) && defined(_TITLE)
#include "Shaders/Compiled/XboxOneDebugEffect_VSDebug.inc"
#include "Shaders/Compiled/XboxOneDebugEffect_VSDebugVc.inc"
#include "Shaders/Compiled/XboxOneDebugEffect_VSDebugBn.inc"
#include "Shaders/Compiled/XboxOneDebugEffect_VSDebugVcBn.inc"
#include "Shaders/Compiled/XboxOneDebugEffect_PSHemiAmbient.inc"
#include "Shaders/Compiled/XboxOneDebugEffect_PSRGBNormals.inc"
#include "Shaders/Compiled/XboxOneDebugEffect_PSRGBTangents.inc"
#include "Shaders/Compiled/XboxOneDebugEffect_PSRGBBiTangents.inc"
#else
#include "Shaders/Compiled/DebugEffect_VSDebug.inc"
#include "Shaders/Compiled/DebugEffect_VSDebugVc.inc"
#include "Shaders/Compiled/DebugEffect_VSDebugBn.inc"
#include "Shaders/Compiled/DebugEffect_VSDebugVcBn.inc"
#include "Shaders/Compiled/DebugEffect_PSHemiAmbient.inc"
#include "Shaders/Compiled/DebugEffect_PSRGBNormals.inc"
#include "Shaders/Compiled/DebugEffect_PSRGBTangents.inc"
#include "Shaders/Compiled/DebugEffect_PSRGBBiTangents.inc"
#endif
}
template<>
const ShaderBytecode EffectBase<DebugEffectTraits>::VertexShaderBytecode[] =
{
{ DebugEffect_VSDebug, sizeof(DebugEffect_VSDebug) },
{ DebugEffect_VSDebugVc, sizeof(DebugEffect_VSDebugVc) },
{ DebugEffect_VSDebugBn, sizeof(DebugEffect_VSDebugBn) },
{ DebugEffect_VSDebugVcBn, sizeof(DebugEffect_VSDebugVcBn) },
};
template<>
const int EffectBase<DebugEffectTraits>::VertexShaderIndices[] =
{
0, // default
0, // normals
0, // tangents
0, // bitangents
1, // vertex color + default
1, // vertex color + normals
1, // vertex color + tangents
1, // vertex color + bitangents
2, // default (biased vertex normal)
2, // normals (biased vertex normal)
2, // tangents (biased vertex normal)
2, // bitangents (biased vertex normal)
3, // vertex color (biased vertex normal)
3, // vertex color (biased vertex normal) + normals
3, // vertex color (biased vertex normal) + tangents
3, // vertex color (biased vertex normal) + bitangents
};
template<>
const ShaderBytecode EffectBase<DebugEffectTraits>::PixelShaderBytecode[] =
{
{ DebugEffect_PSHemiAmbient, sizeof(DebugEffect_PSHemiAmbient) },
{ DebugEffect_PSRGBNormals, sizeof(DebugEffect_PSRGBNormals) },
{ DebugEffect_PSRGBTangents, sizeof(DebugEffect_PSRGBTangents) },
{ DebugEffect_PSRGBBiTangents, sizeof(DebugEffect_PSRGBBiTangents) },
};
template<>
const int EffectBase<DebugEffectTraits>::PixelShaderIndices[] =
{
0, // default
1, // normals
2, // tangents
3, // bitangents
0, // vertex color + default
1, // vertex color + normals
2, // vertex color + tangents
3, // vertex color + bitangents
0, // default (biased vertex normal)
1, // normals (biased vertex normal)
2, // tangents (biased vertex normal)
3, // bitangents (biased vertex normal)
0, // vertex color (biased vertex normal)
1, // vertex color (biased vertex normal) + normals
2, // vertex color (biased vertex normal) + tangents
3, // vertex color (biased vertex normal) + bitangents
};
// Global pool of per-deviceDebugEffect resources.
template<>
SharedResourcePool<ID3D11Device*, EffectBase<DebugEffectTraits>::DeviceResources> EffectBase<DebugEffectTraits>::deviceResourcesPool = {};
// Constructor.
DebugEffect::Impl::Impl(_In_ ID3D11Device* device)
: EffectBase(device),
vertexColorEnabled(false),
biasedVertexNormals(false),
debugMode(DebugEffect::Mode_Default)
{
if (device->GetFeatureLevel() < D3D_FEATURE_LEVEL_10_0)
{
throw std::exception("DebugEffect requires Feature Level 10.0 or later");
}
static_assert(_countof(EffectBase<DebugEffectTraits>::VertexShaderIndices) == DebugEffectTraits::ShaderPermutationCount, "array/max mismatch");
static_assert(_countof(EffectBase<DebugEffectTraits>::VertexShaderBytecode) == DebugEffectTraits::VertexShaderCount, "array/max mismatch");
static_assert(_countof(EffectBase<DebugEffectTraits>::PixelShaderBytecode) == DebugEffectTraits::PixelShaderCount, "array/max mismatch");
static_assert(_countof(EffectBase<DebugEffectTraits>::PixelShaderIndices) == DebugEffectTraits::ShaderPermutationCount, "array/max mismatch");
static const XMVECTORF32 s_lower = { { { 0.f, 0.f, 0.f, 1.f } } };
constants.ambientDownAndAlpha = s_lower;
constants.ambientRange = g_XMOne;
}
int DebugEffect::Impl::GetCurrentShaderPermutation() const noexcept
{
int permutation = static_cast<int>(debugMode);
// Support vertex coloring?
if (vertexColorEnabled)
{
permutation += 4;
}
if (biasedVertexNormals)
{
// Compressed normals need to be scaled and biased in the vertex shader.
permutation += 8;
}
return permutation;
}
// Sets our state onto the D3D device.
void DebugEffect::Impl::Apply(_In_ ID3D11DeviceContext* deviceContext)
{
// Compute derived parameter values.
matrices.SetConstants(dirtyFlags, constants.worldViewProj);
// World inverse transpose matrix.
if (dirtyFlags & EffectDirtyFlags::WorldInverseTranspose)
{
constants.world = XMMatrixTranspose(matrices.world);
XMMATRIX worldInverse = XMMatrixInverse(nullptr, matrices.world);
constants.worldInverseTranspose[0] = worldInverse.r[0];
constants.worldInverseTranspose[1] = worldInverse.r[1];
constants.worldInverseTranspose[2] = worldInverse.r[2];
dirtyFlags &= ~EffectDirtyFlags::WorldInverseTranspose;
dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
// Set shaders and constant buffers.
ApplyShaders(deviceContext, GetCurrentShaderPermutation());
}
// Public constructor.
DebugEffect::DebugEffect(_In_ ID3D11Device* device)
: pImpl(std::make_unique<Impl>(device))
{
}
// Move constructor.
DebugEffect::DebugEffect(DebugEffect&& moveFrom) noexcept
: pImpl(std::move(moveFrom.pImpl))
{
}
// Move assignment.
DebugEffect& DebugEffect::operator= (DebugEffect&& moveFrom) noexcept
{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// Public destructor.
DebugEffect::~DebugEffect()
{
}
// IEffect methods.
void DebugEffect::Apply(_In_ ID3D11DeviceContext* deviceContext)
{
pImpl->Apply(deviceContext);
}
void DebugEffect::GetVertexShaderBytecode(_Out_ void const** pShaderByteCode, _Out_ size_t* pByteCodeLength)
{
pImpl->GetVertexShaderBytecode(pImpl->GetCurrentShaderPermutation(), pShaderByteCode, pByteCodeLength);
}
// Camera settings.
void XM_CALLCONV DebugEffect::SetWorld(FXMMATRIX value)
{
pImpl->matrices.world = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose;
}
void XM_CALLCONV DebugEffect::SetView(FXMMATRIX value)
{
pImpl->matrices.view = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
}
void XM_CALLCONV DebugEffect::SetProjection(FXMMATRIX value)
{
pImpl->matrices.projection = value;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj;
}
void XM_CALLCONV DebugEffect::SetMatrices(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection)
{
pImpl->matrices.world = world;
pImpl->matrices.view = view;
pImpl->matrices.projection = projection;
pImpl->dirtyFlags |= EffectDirtyFlags::WorldViewProj | EffectDirtyFlags::WorldInverseTranspose;
}
// Material settings.
void DebugEffect::SetMode(Mode debugMode)
{
if (static_cast<int>(debugMode) < 0 || static_cast<int>(debugMode) >= DebugEffectTraits::PixelShaderCount)
{
throw std::invalid_argument("Unsupported mode");
}
pImpl->debugMode = debugMode;
}
void XM_CALLCONV DebugEffect::SetHemisphericalAmbientColor(FXMVECTOR upper, FXMVECTOR lower)
{
// Set xyz to new value, but preserve existing w (alpha).
pImpl->constants.ambientDownAndAlpha = XMVectorSelect(pImpl->constants.ambientDownAndAlpha, lower, g_XMSelect1110);
pImpl->constants.ambientRange = XMVectorSubtract(upper, lower);
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
void DebugEffect::SetAlpha(float value)
{
// Set w to new value, but preserve existing xyz (ambient down).
pImpl->constants.ambientDownAndAlpha = XMVectorSetW(pImpl->constants.ambientDownAndAlpha, value);
pImpl->dirtyFlags |= EffectDirtyFlags::ConstantBuffer;
}
// Vertex color setting.
void DebugEffect::SetVertexColorEnabled(bool value)
{
pImpl->vertexColorEnabled = value;
}
// Normal compression settings.
void DebugEffect::SetBiasedVertexNormals(bool value)
{
pImpl->biasedVertexNormals = value;
}